necromunda: adeptus arbites: battles in the underhive

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  • 8/4/2019 Necromunda: Adeptus Arbites: Battles in the Underhive

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    The rtdeptg",lsnbFte$rre aEsoknewn as lmperiat JudEes, or eommonfy arnong theinF:sbEtantsf &Jeer*ntusr"ldes Judges. Every hive on Necromunda s divided intopreeBnets,aahwith its swn f*rtified ecurthousear:d a substantialnumber of Judges.Neerornundas a vEtal lanet tG the lmperiurn" ut populationpressuresmean hat it isin esRster:tdfrrig*r of devaFvFngnto anarehyand eivi! war. The Judges maintain acsnsant EgilaneeonsEgnsf disleyafgand subversienrom Spire o Underhive.Theirdury is tc uphtcld he faw sf Ehe mrperium nd they are not subject o Lord Hefrnawr'seuth*rify, ir':deed,he is the subject CIf heir closestscrutiny"The lmperium is an*rganisaienwhere rebeltienand defianeeof the lnrperialwilf are classedas crimesagainsEP?urfifinify.

    The Judgesare he grim and uncompromisingeminderofthe Imperium's presence n Necromunda. hey cannotbebought off, threatened,comrpted or negotiated with.Indeed, he AdeptusArbites goes o great engths o ensurethat those recruited nto their ranks do not serve on theirown homeworldsnor anywherewithin a dozen ight yearsof home. They do not communicatewith the citizenryunless absolutelynecessary nd only leave their precinctcourtson official business.Apart from the Judges,here s no single,all-encompassingofficial planetaryaw enforcement gencyon Necromunda.The peace is kept by the Houses within their ownterritories.Certain kinds of lawlessness uch as incessantfeuding is toleratedby the Houses,but other crimes aredealt with by the Houses hemselves.n the Underhivegangs elated o the Housewhich has beenoffendedwilldeal with the offenders. The Judges are present onNecromunda o enforce Imperial laws which are to beupheld hroughout he Imperium, ather han he ocal lawsof Necromunda.The most imporlant work for the Judgeson Necromundainclude hunting for certaindrugs and archeotech eviceswhich are under Imperial mandate, ounding up psykersand subversivesntent on stirring up rebellionagainst heImperium, escorting important Imperial officials andassisting he Imperial House in maintaining order u'henrequired. Individual Arbitrators, particularly grizzledveteranswhich havebeenhardened y yearsof dispensingjustice, act as aw enforcerswithin somesettlementsn theUnderhive.Theseare tough, no nonsense haracterswhocommand he local Watchmenand direct freelancebountyhunters in the constant battle against outlaws and

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    4 4 4 3 3 1 4 r 84 3 3 3 3 1 3 r 1

    ProctorJudge

    ARB|TES PAilROL TEAM . . . . e00 redits

    SQUAD: An Arbites PafrolTeamconsistsoffour Judgesand oneProctor.WEAPONS: The Proctor nd heJudges rearmedwith bolt pistols and Chokegrenades.ARMOUR: Carapace rmour 4+ save).Thecarapaceannour includesa helmetwith arespirator,hoto isorandinfra goggles.TheArbites do not

    suffer any Initiative modifiers forwearing carapaceannour as theYhavebeen rained n its usesincechildhood.WARGEAR: Any model in the squadmay beequippedwith a boltgun or 35creditseach,or anArbites combatshotgun or 30 creditseach.

    Up to oneJudgemay be equiPPedwith a grenadeauncher or 130credils.The following grenadesmay bebought or the grenadeauncher:

    Fraggrcnades . . . . 30creditsKrak genades . . . . 50 credits

    The Judge'sChokegrenadesmaybe used with the grenade auncher.SKILLS: The whole Patrol teamhas theNerves of Steel,True Grit arld ronWill skills. Due to their fearsomereputationall membersof thepatrol squadcauseear in Gangersand enor in Juves.AMMO: The weaponsand equipmentof theArbites arebetter maintainedthanthose availableto the population ofthe hive city. ConsequentlyheAdeptusArbites never need tomakeAmmo rolls.

    Outlanders.They also monitor local loyalties and theactivitiesof theMerchantguild to ensure hat theImperialcodes of law are maintained even on the frontiers ofanarchy.Other than ndividual Arbitrators he two most commonlyencountered rbites tactical units on Necromundaare theArbites Patrol squadsand the Arbites Shocktroopsquads.Patrol squadsare the standard aw enforcement eamswhich can be seenpatrolling hive levels around mperialestablishmentsand important areas of the Underhive.Shocktroops an be called n to quell seriousdisturbances,suchasmob riots, or to suppress nruly gangsandpoorlyequippedDeviant Scum.

    "Hive citics arc ittle morc than unlit bolfircs. Thcyneedooly the sparksof lawlcssncsso burn."fudgcTraggat,Sclectcd ayings,ol II. ChaptcrX

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    ARBITESSHOCK TROOPSTEAM . . . . 1,100redirs

    SQUAD:WEAPONS:

    ARMOUR:

    An ArbitesShocktroopeamconsistsoffour Shocktroops ndone Proctor.The Proctorand he Shocktroops rearmedwith a powermaul, suppressionshieldand Chokegrenades.Carapace rmour 4+ save).Thecarapace rmour ncludesa helmetwith a respirator, hotovisor and nfragoggles.TheArbitesdo not sufferanyInit iativemodifiersor wearingca.rapacermouras heyhavebeentrained n its usesincechildhood.

    Any memberof the squadmay beequippedwith Scaregrenadesor 20creditsper model.The whole Shocktroopeamhas heNervesof Steel, TrueGrit atd lronWil/ skills. Due to their fearsomereputationall membersof theShocktroopeamcause/earnGangersand error in Juves.The weaponsandequipmentof theArbitesarebettermaintainedhanthoseavailable o thepopulationofthe hive city. ConsequentlyheAdeptusArbitesneverneed o makeAmmo rolls.

    WARGEAR:

    SKILLS:

    AMMO:

    ProctorShocktroop

    4 4 4 3 3 1 4 t 84 3 3 3 3 1 3 1 7

    ndEUEflfAPGEH:F*ffiAffiffigrs *ffi#AT gt*&TGufrThe Arbites combat shotgun s a simple shotgunwith anumber of adaptionswhich allow it to fire a specialammunition ype availableonly to the AdeptusArbites. Inadditionto the standard olid and scatter ounds ired byordinaryshotgunshe AdeptusArbites abs havedevelopedthe "Executioner" adamantium-tippedarmour piercinground to seek out and destroythe toughest argets.Thissophisticated hell hasa tiny robot brain which locks ontothe target'senergypatternand seeks t out with uneringaccuracy.This variety of ammunition types makes theArbitescombatshotguna uniquely lexible weapon.

    SFECIAL ffUg-ESSolid shells have a strengthof 4. Scattershells have astrengthof only 3 but alsohave a 1" radiusblastmarker.Executionerrounds have a strength of 4 and -2 savemodifier.

    Because it locksonto a target'senergy signaturethe Executionershell may even befired at hiddentargets providingthey have alreadybeen detected.TheExecutioner roundis unusual n that itreceives +1 to hitmodifier at longrange nda -1 to hi tmodifier at shortrange. This isbecausehe shell'stiny brain cannot ockseveralmetres. onto its targetuntil it has travelled

    Arbites Combat Shotgun profiteShort Long To HitRange Short Long Str4

    34

    Dam Save Ammo SpeciafSolid O-4Scatter 0-4Executioner 0-4

    4-184-184-18

    1I1

    4 +4 +6 +2

    I " blast, gnorescoverSeemainrules

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    FXTRAESUIPMENTTheAdeptusArbitesareequippedo dealwith any situationthat demands heir attention.Each courthouse as a largeannourythat ncludesequipmentavailable n the hive andsome from other Imperial worlds. If the Arbites areperforminga specialmission, hen they will be equippedwith any relevantequipment. f, for example, he Arbiteswere attemptinga rescuethen all their weaponswouldcomewith silencers nd hey would take somescreamersswell. What extraequipmentandhow much heArbites akeis up to players to decide. It is tempting to give themeverything,evena Mung Vaseeach,but they should onlycarry tems hatwill be specificallyuseful n their mission.

    SCENARIO IDEASAdeptusArbites teamsuphold Imperial law andkeep thepeace n thehive.Minor fights aregenerally gnoredby theArbitesso they will pay little attention o the skirmishes frival gangs. The Arbitrator scenarios n Outlandersareparticularlysuited o Arbites eams,especially heStormingtheBarricadesscenario.It is alwaysa good dea o createyour own scenario o useArbites teams n so you can create a story line to fit the

    modelsyou have available.Any scenarion which a ganggoesagainst mperial law or causesunrest n the hive isperfect or Arbites.An attackon a MerchantGuild, a hugeriot, or even an attempt o steal a spaceship and escapefrom the hive are all events n which the AdeptusArbiteswould takea pafi.

    ARBITESEXPERIENCEThe hive is divided nto precinctseachwith its own courthouseand large numbersof Arbites. Each courthousesresponsibleor patrolling and enforcing mperial aw in itsarea. f you are usingAdeptusArbites teams egularly nyour gamesyou could usean Experiencepoint system ogive character o the local team that patrolsyour gang'stenitory.Arbites Patrol and Shocktroop eamsare not meant o beusedasgangs.Giving Arbites Experience oints s mainlymeant o spiceup campaigns ndgive the teamsa bit morecharacter.Costs have been included so players cancalculate he gangrating of their Arbites teams.This willhopefully ensure hat one five-manArbites teamwill notfacea hugegangarmed o the teeth.The ablebelowshows hestartingexperienceor membersof Patroland Shocktroop eamsand he skills available othem.

    Type of Fighter Initial ExPeriencePointsProctorJudgeShocKroop

    60+1D620+lD620+lD6

    AdeptusArbitesuse he standard dvancementable n theNecromundaSourcebook.

    SKILLTYPESAVAILABLESkill type: Proctor Judge ShocktroopAgilityCombat * *Ferocity * * *Muscle * *Shooting * *Stealth * *Techno *

    LOSS OF FIGHTERSIf any Arbites are killed in combat hen the squadwill bereinforcedby the garrisonof the courthouse.Before thenext battle he dead ighter s replacedand he replacementstartswith the initial profile, weapoffy and experiencepoints for a fighter of his type, (Proctor, Judge orShocktroop).

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